Na Celtigh - v0.95

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Na Celtigh The Celts Time-Management card/board game Confidential Page 1 8/15/22

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Transcript of Na Celtigh - v0.95

Page 1: Na Celtigh - v0.95

Na CeltighThe Celts

Time-Management card/board game

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Table of Contents

STORY 3

NUMBER OF PLAYERS 3

RESOURCES TYPES 3

BUILDING TYPES 3

FARM 3DISTILLERY 3OFFERING ALTAR 3SECLUDED MONASTERY 3SCHOOL 4MYSTIC CIRCLE 4

CIVILIZATIONS 4

GAME SETUP 4

GAME DETAILS 4

MAIN GOAL 4PLAYER’S TURN DETAILS 4BUILDINGS DRAWN 5MAINTENANCE PAYMENT 5RESOURCE GATHERING 5EVENT DEFINITION 5PRODUCTION PLAN 5ERA’S PROGRESSION RULES 5WINNING CRITERIA 6

EVENTS CARDS DETAILS 6

SINGLE-PLAYER EVENT CARDS 6VINTAGE YEAR 6MYSTICISM 6DISCOVERY 6FAMINE 6CATACLYSM 6EXPLOSION 7FANATICISM 7GREAT FEAST 7ADVANCED RESEARCH 7ROBBERY 7GLOBAL EVENTS 7PEACE 7WAR 7

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StoryTBD later. Possible options:

Celtic folklore relatedIt will be conceived as soon as we have a solid and funny gameplay.

Number of PlayersThe suggested number of players is from 2 to 6 players.

Resources TypesThere are three types of resources; each one can be invested to do an action:

Knowledge: is used to draw another building card and prevent an event. Wealth: is used to place a building into a county. Faith: is used to draw another building card and prevent an event.

Resources are useful trading goods, they can be spent to maintain buildings and they will let the player to go forward into the game.

Building TypesYou will be able to produce resources by placing a building in a county of your region. There are six different types of buildings, each one with different production bonuses and maintenance costs.

FarmEvery day brave farmers, careless of the weather conditions, work to produce a great harvest and to increase cattle’s numbers.Produce: 2 WealthMaintenance: 1 Faith

DistilleryIn this building heavy drinkers specialists produce a delightful drink that heats people’s body and lightens their minds. Produce: 2 WealthMaintenance: 1 Knowledge

Offering AltarIn this place every week people try to please their gods by offering every kind of goods. Food, animals and drinks are burnt in the attempt to gain gods’ grace.Produce: 2 FaithMaintenance: 1 Wealth

Secluded MonasteryCompletely sealed apart from the rest of the world, orders of monks isolate themselves into prayer and meditation trying to achieve a new state of illumination.Produce: 2 Faith

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Maintenance: 1 Knowledge

SchoolIn this building of science and knowledge a group of scholars try to solve the great mysteries of nature by discovering new technologies.Produce: 2 KnowledgeMaintenance: 1 Wealth

Mystic CirclePlaced in the middle of a thick forest and buried into a deep mist, sorcerers try to discover elements’ secrets whispered by the wind and shown by the flames of fire.Produce: 2 KnowledgeMaintenance: 1 Faith

CivilizationsThe are three different types of civilizations each one with pros and cons:

Trader (Distillery and Farm maintenance is free) Druid (Offering Altar and Secluded Monastery maintenance is free) Sage (School and Mystic Circle maintenance is free)

Game SetupAt the beginning of the game each player has to choose his/her civilization.Each player will start with 5 units of each resource type (i.e.: 5 Wealth, 5 Knowledge and 5 Faith).Each player will throw the dice to decide the starting player. The player with the highest total starts to play then the rotation will be clock-wise. Each player will draw 3 building cards and place their first building.N.B.:At the beginning of each round the first turn player will have to keep track of the Era’s progression status.

Game Details

Main GoalEvery 5 rounds, each player has to gather enough resources to progress to the new Era. At the beginning of each new era all the players have to pay Era’s progression target. If a player cannot afford it, he/she will lose the game.

Player’s Turn DetailsEach turn is divided into five phases:

Buildings Drawn Maintenance Payment Resource Gathering Event Definition Production Plan

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N.B.:During his/her turn the player is free to trade resources with other players or with the bank. However the bank always trades 2:1 by putting 2 identical Resource back in their stack and taking any 1 Resource of your choice for it.

Buildings DrawnThe player can draw a card from the Building Deck only by paying 2 Knowledge and 2 Faith resources. The player can discard one or more building cards and as a refund he/she will receive 1 Knowledge and 1 Faith.

Maintenance PaymentThe player will have to pay the maintenance for all the buildings he/she placed into his/her region.If he/she cannot afford the maintenance of one or more buildings they will close.If a building is closed it won’t produce any resource and it cannot be changed until the maintenance is paid on the next turn.

Resource GatheringThe player will gather the resources he/she planned to produce by placing buildings into his/her counties.

Event DefinitionThe player has to draw a card from Event’s Deck and follow the instructions described on it.A player can have a chance to change his/her event card by paying:

2 Faith resources for Single-Player Events. 3 Faith and 1 Knowledge resources for Global Events.

After the payment, the player will roll a dice: Even number occurs the event is prevented. Odd number occurs the event isn’t prevented.

If a player cannot fulfil a drawn event because he/she doesn’t have enough resources he/she can gather in advance the produced resources of one or more buildings by mortgaging them.A mortgaged building will start to produce resources again only one turn after the maintenance is paid.

Production PlanDuring this phase the player has to plan his/her income by placing and/or changing a building into the available counties. Placing strategy will be based on his/her needs.The player can place only one building per turn by paying 4 Wealth resources. He/she can also decide to change his/her buildings asset by removing a building from a county and placing a newer one from his/her hand by paying 2 Wealth resources. Doing so, the player has to discard the removed building card by placing it at the bottom of the Building Deck.

Era’s Progression RulesThe game will progress through two different eras with an increasing resource target. The First era resource target is equal to the number of players in game so

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2nd era progression target is equal to twice the number of players. After the end of the second era the game ends.

i.e.:3 players scenarioFirst Era:

3 Wealth. 3 Knowledge. 3 Faith.

Second Era: 6 Wealth 6 Knowledge 6 Faith

Winning CriteriaThe last player left in game wins. Otherwise, if two or more players managed to survive until the end of the game or all of the players didn’t manage to survive, the richest one wins (highest amount of resources in total).

Events Cards Details

Single-Player Event Cards

Vintage YearYour harvests were plentiful, your merchants traded well and your people is happy. Good work!!!Gain 2 Wealth resources.

MysticismAfter a great time spent in prayer and meditation, you people reach a new state of illumination.Gain 2 Faith resources.

DiscoveryYour researchers made a great discovery. A little flash of light spread through the dark mysteries of universe.Gain 2 Knowledge resources.

FamineYour harvests were poor, most of your merchants bankrupted and your people is starving.Lose 2 Wealth resources.

CataclysmDespite the great effort spent in prayer and meditation, a cataclysm hit your region. For this reason a lot of people started to avoid religious rituals.Lose 2 Faith resources.

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ExplosionDuring an experiment a great explosion occurred in one of your laboratories, many researchers lost their life.Lose 2 Knowledge resources.

FanaticismA group of fanatics broke-up in all libraries of your region and started burning all the books in name of a religious purpose.Lose 3 Knowledge resources and gain 3 Faith resources.

Great FeastDespite their religious duties, your people started an unending feast. It’s going on for weeks and it seems they are not going to stop soon. All religious representatives become indignant for this misbehaviour.Lose 3 Faith resources and gain 3 Wealth resources.

Advanced ResearchSeriously convinced that your civilization should be the most advanced of all times, you have commissioned a huge experiment to make a great step forward in technology. Now it’s time to pay the bill…Lose 3 Wealth resources and gain 3 Knowledge resources.

RobberyYou have ordered your spies to enter in a foreign region in order to steal some of their resources.Choose another player and roll the dice:

Even number occurs:Your spies succeeded the mission and managed to escape the region without being noticed.Steal a total of 4 resources of your choice from the declared player (you can choose different resource types).

Odd number occurs:The enemy has captured your spies and, after few weeks of torture, they confessed you were the person behind this attack. In order to avoid a war you decide to bribe the foreign region leader.Pay to the declared player a total of 4 resources of his/her choice (he/she can choose different resource types).

Global Events

PeaceA long and stable period of peace all over the world made flourish all the regions.All players gain 2 Wealth, 2 Faith and 2 Knowledge resources.

WarFor a futile reason all the regions declared war to each other. After years of bloody and gruesome fight a cease-fire is established. Only destruction and misery remain.All players lose 2 Wealth, 2 Faith and 2 Knowledge resources.

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